Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
NavigationLink3D
Experimental: This class may be changed or removed in future versions.
Inherits: Node3D < Node < Object
A link between two positions on NavigationRegion3Ds that agents can be routed through.
Description
A link between two positions on NavigationRegion3Ds that agents can be routed through. These positions can be on the same NavigationRegion3D or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.
Tutorials
Properties
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods
get_global_end_position() const |
|
get_global_start_position() const |
|
get_navigation_layer_value(layer_number: int) const |
|
get_navigation_map() const |
|
get_rid() const |
|
void |
set_global_end_position(position: Vector3) |
void |
set_global_start_position(position: Vector3) |
void |
set_navigation_layer_value(layer_number: int, value: bool) |
void |
set_navigation_map(navigation_map: RID) |
Property Descriptions
Whether this link can be traveled in both directions or only from start_position to end_position.
Whether this link is currently active. If false
, NavigationServer3D.map_get_path will ignore this link.
Vector3 end_position = Vector3(0, 0, 0)
🔗
Ending position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by NavigationServer3D.map_set_link_connection_radius.
When pathfinding enters this link from another regions navigation mesh the enter_cost value is added to the path distance for determining the shortest path.
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with NavigationServer3D.map_get_path.
Vector3 start_position = Vector3(0, 0, 0)
🔗
Starting position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by NavigationServer3D.map_set_link_connection_radius.
When pathfinding moves along the link the traveled distance is multiplied with travel_cost for determining the shortest path.
Method Descriptions
Vector3 get_global_end_position() const 🔗
Returns the end_position that is relative to the link as a global position.
Vector3 get_global_start_position() const 🔗
Returns the start_position that is relative to the link as a global position.
bool get_navigation_layer_value(layer_number: int) const 🔗
Returns whether or not the specified layer of the navigation_layers bitmask is enabled, given a layer_number
between 1 and 32.
RID get_navigation_map() const 🔗
Returns the current navigation map RID used by this link.
Returns the RID of this link on the NavigationServer3D.
void set_global_end_position(position: Vector3) 🔗
Sets the end_position that is relative to the link from a global position
.
void set_global_start_position(position: Vector3) 🔗
Sets the start_position that is relative to the link from a global position
.
void set_navigation_layer_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the navigation_layers bitmask, given a layer_number
between 1 and 32.
void set_navigation_map(navigation_map: RID) 🔗
Sets the RID of the navigation map this link should use. By default the link will automatically join the World3D default navigation map so this function is only required to override the default map.